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-# Blender.Object module and the Object PyType object
-
-"""
-The Blender.Object submodule
-
-B{New}:
- - Addition of attributes for particle deflection, softbodies, and
- rigidbodies.
- - Objects now increment the Blender user count when they are created and
- decremented it when they are destroyed. This means Python scripts can
- keep the object "alive" if it is deleted in the Blender GUI.
- - L{Object.getData} now accepts two optional bool keyword argument to
- define (1) if the user wants the data object or just its name
- and (2) if a mesh object should use NMesh or Mesh.
- - L{Object.clearScriptLinks} accepts a parameter now.
- - Object attributes: renamed Layer to L{Layers<Object.Object.Layers>} and
- added the easier L{layers<Object.Object.layers>}. The old form "Layer"
- will continue to work.
-
-
-Object
-======
-
-This module provides access to the B{Objects} in Blender.
-
-Example::
-
- import Blender
- scn = Blender.Scene.GetCurrent() # get the current scene
- cam = Blender.Camera.New('ortho') # make ortho camera data object
- ob = scn.objects.new(cam) # make a new object in this scene using the camera data
- ob.setLocation (0.0, -5.0, 1.0) # position the object in the scene
-
- Blender.Redraw() # redraw the scene to show the updates.
-
-@type DrawModes: readonly dictionary
-@var DrawModes: Constant dict used for with L{Object.drawMode} bitfield
- attribute. Values can be ORed together. Individual bits can also
- be set/cleared with boolean attributes.
- - AXIS: Enable display of active object's center and axis.
- - TEXSPACE: Enable display of active object's texture space.
- - NAME: Enable display of active object's name.
- - WIRE: Enable the active object's wireframe over solid drawing.
- - XRAY: Enable drawing the active object in front of others.
- - TRANSP: Enable transparent materials for the active object (mesh only).
-
-@type DrawTypes: readonly dictionary
-@var DrawTypes: Constant dict used for with L{Object.drawType} attribute.
- Only one type can be selected at a time.
- - BOUNDBOX: Only draw object with bounding box
- - WIRE: Draw object in wireframe
- - SOLID: Draw object in solid
- - SHADED: Draw object with shaded or textured
-
-@type ParentTypes: readonly dictionary
-@var ParentTypes: Constant dict used for with L{Object.parentType} attribute.
- - OBJECT: Object parent type.
- - CURVE: Curve deform parent type.
- - LATTICE: Lattice deform parent type. Note: This is the same as ARMATURE, 2.43 was released with LATTICE as an invalid value.
- - ARMATURE: Armature deform parent type.
- - VERT1: 1 mesh vert parent type.
- - VERT3: 1 mesh verts parent type.
- - BONE: Armature bone parent type.
-
-
-@type ProtectFlags: readonly dictionary
-@var ProtectFlags: Constant dict used for with L{Object.protectFlags} attribute.
- Values can be ORed together.
- - LOCX, LOCY, LOCZ: lock x, y or z location individually
- - ROTX, ROTY, ROTZ: lock x, y or z rotation individually
- - SCALEX, SCALEY, SCALEZ: lock x, y or z scale individually
- - LOC, ROT, SCALE: lock all 3 attributes for location, rotation or scale
-
-@type PITypes: readonly dictionary
-@var PITypes: Constant dict used for with L{Object.piType} attribute.
- Only one type can be selected at a time.
- - NONE: No force influence on particles
- - FORCE: Object center attracts or repels particles ("Spherical")
- - VORTEX: Particles swirl around Z-axis of the object
- - WIND: Constant force applied in direction of object Z axis
- - GUIDE: Use a Curve Path to guide particles
-
-@type RBFlags: readonly dictionary
-@var RBFlags: Constant dict used for with L{Object.rbFlags} attribute.
- Values can be ORed together.
- - SECTOR: All game elements should be in the Sector boundbox
- - PROP: An Object fixed within a sector
- - BOUNDS: Specify a bounds object for physics
- - ACTOR: Enables objects that are evaluated by the engine
- - DYNAMIC: Enables motion defined by laws of physics (requires ACTOR)
- - GHOST: Enable objects that don't restitute collisions (requires ACTOR)
- - MAINACTOR: Enables MainActor (requires ACTOR)
- - RIGIDBODY: Enable rolling physics (requires ACTOR, DYNAMIC)
- - COLLISION_RESPONSE: Disable auto (de)activation (requires ACTOR, DYNAMIC)
- - USEFH: Use Fh settings in Materials (requires ACTOR, DYNAMIC)
- - ROTFH: Use face normal to rotate Object (requires ACTOR, DYNAMIC)
- - ANISOTROPIC: Enable anisotropic friction (requires ACTOR, DYNAMIC)
- - CHILD: reserved
-
-@type IpoKeyTypes: readonly dictionary
-@var IpoKeyTypes: Constant dict used for with L{Object.insertIpoKey} attribute.
- Values can be ORed together.
- - LOC
- - ROT
- - SIZE
- - LOCROT
- - LOCROTSIZE
- - LAYER
- - PI_STRENGTH
- - PI_FALLOFF
- - PI_SURFACEDAMP
- - PI_RANDOMDAMP
- - PI_PERM
-
-@type RBShapes: readonly dictionary
-@var RBShapes: Constant dict used for with L{Object.rbShapeBoundType}
- attribute. Only one type can be selected at a time. Values are
- BOX, SPHERE, CYLINDER, CONE, and POLYHEDERON
-
-@type EmptyShapes: readonly dictionary
-@var EmptyShapes: Constant dict used for with L{Object.emptyShape} attribute.
- Only one type can be selected at a time. Values are
- ARROW, ARROWS, AXES, CIRCLE, CONE, CUBE AND SPHERE
-"""
-
-def New (type, name='type'):
- """
- Creates a new Object. Deprecated; instead use Scene.objects.new().
- @type type: string
- @param type: The Object type: 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
- 'Mball', 'Mesh', 'Surf' or 'Empty'.
- @type name: string
- @param name: The name of the object. By default, the name will be the same
- as the object type.
- If the name is already in use, this new object will have a number at the end of the name.
- @return: The created Object.
-
- I{B{Example:}}
-
- The example below creates a new Lamp object and puts it at the default
- location (0, 0, 0) in the current scene::
- import Blender
-
- object = Blender.Object.New('Lamp')
- lamp = Blender.Lamp.New('Spot')
- object.link(lamp)
- sce = Blender.Scene.GetCurrent()
- sce.link(object)
-
- Blender.Redraw()
- @Note: if an object is created but is not linked to object data, and the
- object is not linked to a scene, it will be deleted when the Python
- object is deallocated. This is because Blender does not allow objects
- to exist without object data unless they are Empty objects. Scene.link()
- will automatically create object data for an object if it has none.
- """
-
-def Get (name = None):
- """
- Get the Object from Blender.
- @type name: string
- @param name: The name of the requested Object.
- @return: It depends on the 'name' parameter:
- - (name): The Object with the given name;
- - (): A list with all Objects in the current scene.
-
- I{B{Example 1:}}
-
- The example below works on the default scene. The script returns the plane object and prints the location of the plane::
- import Blender
-
- object = Blender.Object.Get ('plane')
- print object.getLocation()
-
- I{B{Example 2:}}
-
- The example below works on the default scene. The script returns all objects
- in the scene and prints the list of object names::
- import Blender
-
- objects = Blender.Object.Get ()
- print objects
- @note: Get will return objects from all scenes.
- Most user tools should only operate on objects from the current scene - Blender.Scene.GetCurrent().getChildren()
- """
-
-def GetSelected ():
- """
- Get the user selection. If no objects are selected, an empty list will be returned.
-
- @return: A list of all selected Objects in the current scene.
-
- I{B{Example:}}
-
- The example below works on the default scene. Select one or more objects and
- the script will print the selected objects::
- import Blender
-
- objects = Blender.Object.GetSelected()
- print objects
- @note: The active object will always be the first object in the list (if selected).
- @note: The user selection is made up of selected objects from Blender's current scene only.
- @note: The user selection is limited to objects on visible layers;
- if the user's last active 3d view is in localview then the selection will be limited to the objects in that localview.
- """
-
-
-def Duplicate (mesh=0, surface=0, curve=0, text=0, metaball=0, armature=0, lamp=0, material=0, texture=0, ipo=0):
- """
- Duplicate selected objects on visible layers from Blenders current scene,
- de-selecting the currently visible, selected objects and making a copy where all new objects are selected.
- By default no data linked to the object is duplicated; use the keyword arguments to change this.
- L{Object.GetSelected()<GetSelected>} will return the list of objects resulting from duplication.
-
- B{Note}: This command will raise an error if used from the command line (background mode) because it uses the 3D view context.
-
- @type mesh: bool
- @param mesh: When non-zero, mesh object data will be duplicated with the objects.
- @type surface: bool
- @param surface: When non-zero, surface object data will be duplicated with the objects.
- @type curve: bool
- @param curve: When non-zero, curve object data will be duplicated with the objects.
- @type text: bool
- @param text: When non-zero, text object data will be duplicated with the objects.
- @type metaball: bool
- @param metaball: When non-zero, metaball object data will be duplicated with the objects.
- @type armature: bool
- @param armature: When non-zero, armature object data will be duplicated with the objects.
- @type lamp: bool
- @param lamp: When non-zero, lamp object data will be duplicated with the objects.
- @type material: bool
- @param material: When non-zero, materials used by the object or its object data will be duplicated with the objects.
- @type texture: bool
- @param texture: When non-zero, texture data used by the object's materials will be duplicated with the objects.
- @type ipo: bool
- @param ipo: When non-zero, Ipo data linked to the object will be duplicated with the objects.
-
- I{B{Example:}}
-
- The example below creates duplicates the active object 10 times
- and moves each object 1.0 on the X axis::
- import Blender
-
- scn = Scene.GetCurrent()
- ob_act = scn.objects.active
-
- # Unselect all
- scn.objects.selected = []
- ob_act.sel = 1
-
- for x in xrange(10):
- Blender.Object.Duplicate() # Duplicate linked
- ob_act = scn.objects.active
- ob_act.LocX += 1
- Blender.Redraw()
- """
-
-from IDProp import IDGroup, IDArray
-class Object:
- """
- The Object object
- =================
- This object gives access to generic data from all objects in Blender.
-
- B{Note}:
- When dealing with properties and functions such as LocX/RotY/getLocation(), getSize() and getEuler(),
- keep in mind that these transformation properties are relative to the object itself, ignoring any other transformations.
-
- To get these values in worldspace (taking into account vertex parents, constraints, etc.)
- pass the argument 'worldspace' to these functions.
-
- @ivar restrictDisplay: Don't display this object in the 3D view: disabled by default, use the outliner to toggle.
- @type restrictDisplay: bool
- @ivar restrictSelect: Don't select this object in the 3D view: disabled by default, use the outliner to toggle.
- @type restrictSelect: bool
- @ivar restrictRender: Don't render this object: disabled by default, use the outliner to toggle.
- @type restrictRender: bool
- @ivar LocX: The X location coordinate of the object.
- @type LocX: float
- @ivar LocY: The Y location coordinate of the object.
- @type LocY: float
- @ivar LocZ: The Z location coordinate of the object.
- @type LocZ: float
- @ivar loc: The (X,Y,Z) location coordinates of the object.
- @type loc: tuple of 3 floats
- @ivar dLocX: The delta X location coordinate of the object.
- This variable applies to IPO Objects only.
- @type dLocX: float
- @ivar dLocY: The delta Y location coordinate of the object.
- This variable applies to IPO Objects only.
- @type dLocY: float
- @ivar dLocZ: The delta Z location coordinate of the object.
- This variable applies to IPO Objects only.
- @type dLocZ: float
- @ivar dloc: The delta (X,Y,Z) location coordinates of the object (vector).
- This variable applies to IPO Objects only.
- @type dloc: tuple of 3 floats
- @ivar RotX: The X rotation angle (in radians) of the object.
- @type RotX: float
- @ivar RotY: The Y rotation angle (in radians) of the object.
- @type RotY: float
- @ivar RotZ: The Z rotation angle (in radians) of the object.
- @type RotZ: float
- @ivar rot: The (X,Y,Z) rotation angles (in radians) of the object.
- @type rot: euler (Py_WRAPPED)
- @ivar dRotX: The delta X rotation angle (in radians) of the object.
- This variable applies to IPO Objects only.
- @type dRotX: float
- @ivar dRotY: The delta Y rotation angle (in radians) of the object.
- This variable applies to IPO Objects only.
- @type dRotY: float
- @ivar dRotZ: The delta Z rotation angle (in radians) of the object.
- This variable applies to IPO Objects only.
- @type dRotZ: float
- @ivar drot: The delta (X,Y,Z) rotation angles (in radians) of the object.
- This variable applies to IPO Objects only.
- @type drot: tuple of 3 floats
- @ivar SizeX: The X size of the object.
- @type SizeX: float
- @ivar SizeY: The Y size of the object.
- @type SizeY: float
- @ivar SizeZ: The Z size of the object.
- @type SizeZ: float
- @ivar size: The (X,Y,Z) size of the object.
- @type size: tuple of 3 floats
- @ivar dSizeX: The delta X size of the object.
- @type dSizeX: float
- @ivar dSizeY: The delta Y size of the object.
- @type dSizeY: float
- @ivar dSizeZ: The delta Z size of the object.
- @type dSizeZ: float
- @ivar dsize: The delta (X,Y,Z) size of the object.
- @type dsize: tuple of 3 floats
- @ivar Layers: The object layers (also check the newer attribute
- L{layers<layers>}). This value is a bitmask with at
- least one position set for the 20 possible layers starting from the low
- order bit. The easiest way to deal with these values in in hexadecimal
- notation.
- Example::
- ob.Layer = 0x04 # sets layer 3 ( bit pattern 0100 )
- After setting the Layer value, call Blender.Redraw( -1 ) to update
- the interface.
- @type Layers: integer (bitmask)
- @type layers: list of integers
- @ivar layers: The layers this object is visible in (also check the older
- attribute L{Layers<Layers>}). This returns a list of
- integers in the range [1, 20], each number representing the respective
- layer. Setting is done by passing a list of ints or an empty list for
- no layers.
- Example::
- ob.layers = [] # object won't be visible
- ob.layers = [1, 4] # object visible only in layers 1 and 4
- ls = o.layers
- ls.append(10)
- o.layers = ls
- print ob.layers # will print: [1, 4, 10]
- B{Note}: changes will only be visible after the screen (at least
- the 3d View and Buttons windows) is redrawn.
- @ivar parent: The parent object of the object (if defined). Read-only.
- @type parent: Object or None
- @ivar data: The Datablock object linked to this object. Read-only.
- @type data: varies
- @ivar ipo: Contains the Ipo if one is assigned to the object, B{None}
- otherwise. Setting to B{None} clears the current Ipo.
- @type ipo: Ipo
- @ivar mat: The matrix of the object in world space (absolute, takes vertex parents, tracking
- and Ipos into account). Read-only.
- @type mat: Matrix
- @ivar matrix: Same as L{mat}. Read-only.
- @type matrix: Matrix
- @ivar matrixLocal: The matrix of the object relative to its parent; if there is no parent,
- returns the world matrix (L{matrixWorld<Object.Object.matrixWorld>}).
- @type matrixLocal: Matrix
- @ivar matrixParentInverse: The inverse if the parents local matrix, set when the objects parent is set (wrapped).
- @type matrixParentInverse: Matrix
- @ivar matrixOldWorld: Old-type worldspace matrix (prior to Blender 2.34).
- Read-only.
- @type matrixOldWorld: Matrix
- @ivar matrixWorld: Same as L{mat}. Read-only.
- @type matrixWorld: Matrix
- @ivar colbits: The Material usage mask. A set bit #n means: the Material
- #n in the Object's material list is used. Otherwise, the Material #n
- of the Objects Data material list is displayed.
- Example::
- object.colbits = (1<<0) + (1<<5) # use mesh materials 0 (1<<0) and 5 (1<<5)
- # use object materials for all others
- @ivar sel: The selection state of the object in the current scene.
- True is selected, False is unselected. Setting makes the object active.
- @type sel: boolean
- @ivar effects: The list of particle effects associated with the object. (depricated, will always return an empty list)
- Read-only.
- @type effects: list of Effect objects
- @ivar parentbonename: The string name of the parent bone (if defined).
- This can be set to another bone in the armature if the object already has a bone parent.
- @type parentbonename: string or None
- @ivar parentVertexIndex: A list of vertex parent indicies, with a length of 0, 1 or 3. When there are 1 or 3 vertex parents, the indicies can be assigned to a sequence of the same length.
- @type parentVertexIndex: list
- @ivar protectFlags: The "transform locking" bitfield flags for the object.
- See L{ProtectFlags} const dict for values.
- @type protectFlags: int
- @ivar DupGroup: The DupliGroup Animation Property. Assign a group to
- DupGroup to make this object an instance of that group.
- This does not enable or disable the DupliGroup option, for that use
- L{enableDupGroup}.
- The attribute returns None when this object does not have a dupliGroup,
- and setting the attrbute to None deletes the object from the group.
- @type DupGroup: Group or None
- @ivar DupObjects: The Dupli object instances. Read-only.
- Returns of list of tuples for object duplicated
- by dupliframe, dupliverts dupligroups and other animation properties.
- The first tuple item is the original object that is duplicated,
- the second is the 4x4 worldspace dupli-matrix.
- Example::
- import Blender
- from Blender import Object, Scene, Mathutils
-
- ob= Object.Get('Cube')
- dupe_obs= ob.DupObjects
- scn= Scene.GetCurrent()
- for dupe_ob, dupe_matrix in dupe_obs:
- print dupe_ob.name
- empty_ob = scn.objects.new('Empty')
- empty_ob.setMatrix(dupe_matrix)
- Blender.Redraw()
- @type DupObjects: list of tuples containing (object, matrix)
- @ivar enableNLAOverride: Whether the object uses NLA or active Action for animation. When True the NLA is used.
- @type enableNLAOverride: boolean
- @ivar enableDupVerts: The DupliVerts status of the object.
- Does not indicate that this object has any dupliVerts,
- (as returned by L{DupObjects}) just that dupliVerts are enabled.
- @type enableDupVerts: boolean
- @ivar enableDupFaces: The DupliFaces status of the object.
- Does not indicate that this object has any dupliFaces,
- (as returned by L{DupObjects}) just that dupliFaces are enabled.
- @type enableDupFaces: boolean
- @ivar enableDupFacesScale: The DupliFacesScale status of the object.
- @type enableDupFacesScale: boolean
- @ivar dupFacesScaleFac: Scale factor for dupliface instance, 1.0 by default.
- @type dupFacesScaleFac: float
- @ivar enableDupFrames: The DupliFrames status of the object.
- Does not indicate that this object has any dupliFrames,
- (as returned by L{DupObjects}) just that dupliFrames are enabled.
- @type enableDupFrames: boolean
- @ivar enableDupGroup: The DupliGroup status of the object.
- Set True to make this object an instance of the object's L{DupGroup},
- and set L{DupGroup} to a group for this to take effect,
- Use L{DupObjects} to get the object data from this instance.
- @type enableDupGroup: boolean
- @ivar enableDupRot: The DupliRot status of the object.
- Use with L{enableDupVerts} to rotate each instance
- by the vertex normal.
- @type enableDupRot: boolean
- @ivar enableDupNoSpeed: The DupliNoSpeed status of the object.
- Use with L{enableDupFrames} to ignore dupliFrame speed.
- @type enableDupNoSpeed: boolean
- @ivar DupSta: The DupliFrame starting frame. Use with L{enableDupFrames}.
- Value clamped to [1,32767].
- @type DupSta: int
- @ivar DupEnd: The DupliFrame end frame. Use with L{enableDupFrames}.
- Value clamped to [1,32767].
- @type DupEnd: int
- @ivar DupOn: The DupliFrames in succession between DupOff frames.
- Value is clamped to [1,1500].
- Use with L{enableDupFrames} and L{DupOff} > 0.
- @type DupOn: int
- @ivar DupOff: The DupliFrame removal of every Nth frame for this object.
- Use with L{enableDupFrames}. Value is clamped to [0,1500].
- @type DupOff: int
- @ivar passIndex: Index # for the IndexOB render pass.
- Value is clamped to [0,1000].
- @type passIndex: int
- @ivar activeMaterial: The active material index for this object.
-
- The active index is used to select the material to edit in the material buttons,
- new data created will also use the active material.
-
- Value is clamped to [1,len(ob.materials)]. - [0,0] when there is no materials applied to the object.
- @type activeMaterial: int
- @ivar activeShape: The active shape key index for this object.
-
- The active index is used to select the material to edit in the material buttons,
- new data created will also use the active material.
-
- Value is clamped to [1,len(ob.data.key.blocks)]. - [0,0] when there are no keys.
-
- @type activeShape: int
-
- @ivar pinShape: If True, only the activeShape will be displayed.
- @type pinShape: bool
- @ivar drawSize: The size to display the Empty.
- Value clamped to [0.01,10.0].
- @type drawSize: float
- @ivar modifiers: The modifiers associated with the object.
- Example::
- # copy the active objects modifiers to all other visible selected objects
- from Blender import *
- scn = Scene.GetCurrent()
- ob_act = scn.objects.active
- for ob in scn.objects.context:
- # Cannot copy modifiers to an object of a different type
- if ob.type == ob_act.type:
- ob.modifiers = ob_act.modifiers
- @type modifiers: L{Modifier Sequence<Modifier.ModSeq>}
- @ivar constraints: a L{sequence<Constraint.Constraints>} of
- L{constraints<Constraint.Constraint>} for the object. Read-only.
- @type constraints: Constraint Sequence
- @ivar actionStrips: a L{sequence<NLA.ActionStrips>} of
- L{action strips<NLA.ActionStrip>} for the object. Read-only.
- @type actionStrips: BPy_ActionStrips
- @ivar action: The action associated with this object (if defined).
- @type action: L{Action<NLA.Action>} or None
- @ivar oopsLoc: Object's (X,Y) OOPs location. Returns None if object
- is not found in list.
- @type oopsLoc: tuple of 2 floats
- @ivar oopsSel: Object OOPs selection flag.
- @type oopsSel: boolean
- @ivar game_properties: The object's properties. Read-only.
- @type game_properties: list of Properties.
- @ivar timeOffset: The time offset of the object's animation.
- Value clamped to [-300000.0,300000.0].
- @type timeOffset: float
- @ivar track: The object's tracked object. B{None} is returned if no
- object is tracked. Also, assigning B{None} clear the tracked object.
- @type track: Object or None
- @ivar type: The object's type. Read-only.
- @type type: string
- @ivar boundingBox: The bounding box of this object. Read-only.
- @type boundingBox: list of 8 3D vectors
- @ivar drawType: The object's drawing type.
- See L{DrawTypes} constant dict for values.
- @type drawType: int
- @ivar emptyShape: The empty drawing shape.
- See L{EmptyShapes} constant dict for values.
- @ivar parentType: The object's parent type. Read-only.
- See L{ParentTypes} constant dict for values.
- @type parentType: int
- @ivar axis: Enable display of active object's center and axis.
- Also see B{AXIS} bit in L{drawMode} attribute.
- @type axis: boolean
- @ivar texSpace: Enable display of active object's texture space.
- Also see B{TEXSPACE} bit in L{drawMode} attribute.
- @type texSpace: boolean
- @ivar nameMode: Enable display of active object's name.
- Also see B{NAME} bit in L{drawMode} attribute.
- @type nameMode: boolean
- @ivar wireMode: Enable the active object's wireframe over solid drawing.
- Also see B{WIRE} bit in L{drawMode} attribute.
- @type wireMode: boolean
- @ivar xRay: Enable drawing the active object in front of others.
- Also see B{XRAY} bit in L{drawMode} attribute.
- @type xRay: boolean
- @ivar transp: Enable transparent materials for the active object
- (mesh only). Also see B{TRANSP} bit in L{drawMode} attribute.
- @type transp: boolean
- @ivar color: Object color used by the game engine and optionally for materials, 4 floats for RGBA object color.
- @type color: tuple of 4 floats between 0 and 1
- @ivar drawMode: The object's drawing mode bitfield.
- See L{DrawModes} constant dict for values.
- @type drawMode: int
-
- @ivar piType: Type of particle interaction.
- See L{PITypes} constant dict for values.
- @type piType: int
- @ivar piFalloff: The particle interaction falloff power.
- Value clamped to [0.0,10.0].
- @type piFalloff: float
- @ivar piMaxDist: Max distance for the particle interaction field to work.
- Value clamped to [0.0,1000.0].
- @type piMaxDist: float
- @ivar piPermeability: Probability that a particle will pass through the
- mesh. Value clamped to [0.0,1.0].
- @type piPermeability: float
- @ivar piRandomDamp: Random variation of particle interaction damping.
- Value clamped to [0.0,1.0].
- @type piRandomDamp: float
- @ivar piSoftbodyDamp: Damping factor for softbody deflection.
- Value clamped to [0.0,1.0].
- @type piSoftbodyDamp: float
- @ivar piSoftbodyIThick: Inner face thickness for softbody deflection.
- Value clamped to [0.001,1.0].
- @type piSoftbodyIThick: float
- @ivar piSoftbodyOThick: Outer face thickness for softbody deflection.
- Value clamped to [0.001,1.0].
- @type piSoftbodyOThick: float
- @ivar piStrength: Particle interaction force field strength.
- Value clamped to [0.0,1000.0].
- @type piStrength: float
- @ivar piSurfaceDamp: Amount of damping during particle collision.
- Value clamped to [0.0,1.0].
- @type piSurfaceDamp: float
- @ivar piUseMaxDist: Use a maximum distance for the field to work.
- @type piUseMaxDist: boolean
-
- @ivar isSoftBody: True if object is a soft body. Read-only.
- @type isSoftBody: boolean
- @ivar SBDefaultGoal: Default softbody goal value, when no vertex group used.
- Value clamped to [0.0,1.0].
- @type SBDefaultGoal: float
- @ivar SBErrorLimit: Softbody Runge-Kutta ODE solver error limit (low values give more precision).
- Value clamped to [0.01,1.0].
- @type SBErrorLimit: float
- @ivar SBFriction: General media friction for softbody point movements.
- Value clamped to [0.0,10.0].
- @type SBFriction: float
- @ivar SBGoalFriction: Softbody goal (vertex target position) friction.
- Value clamped to [0.0,10.0].
- @type SBGoalFriction: float
- @ivar SBGoalSpring: Softbody goal (vertex target position) spring stiffness.
- Value clamped to [0.0,0.999].
- @type SBGoalSpring: float
- @ivar SBGrav: Apply gravitation to softbody point movement.
- Value clamped to [0.0,10.0].
- @type SBGrav: float
- @ivar SBInnerSpring: Softbody edge spring stiffness.
- Value clamped to [0.0,0.999].
- @type SBInnerSpring: float
- @ivar SBInnerSpringFrict: Softbody edge spring friction.
- Value clamped to [0.0,10.0].
- @type SBInnerSpringFrict: float
- @ivar SBMass: Softbody point mass (heavier is slower).
- Value clamped to [0.001,50.0].
- @type SBMass: float
- @ivar SBMaxGoal: Softbody goal maximum (vertex group weights scaled to
- match this range). Value clamped to [0.0,1.0].
- @type SBMaxGoal: float
- @ivar SBMinGoal: Softbody goal minimum (vertex group weights scaled to
- match this range). Value clamped to [0.0,1.0].
- @type SBMinGoal: float
- @ivar SBSpeed: Tweak timing for physics to control softbody frequency and
- speed. Value clamped to [0.0,10.0].
- @type SBSpeed: float
- @ivar SBStiffQuads: Softbody adds diagonal springs on 4-gons enabled.
- @type SBStiffQuads: boolean
- @ivar SBUseEdges: Softbody use edges as springs enabled.
- @type SBUseEdges: boolean
- @ivar SBUseGoal: Softbody forces for vertices to stick to animated position enabled.
- @type SBUseGoal: boolean
-
- @ivar rbFlags: Rigid body bitfield. See L{RBFlags} for valid values.
- @type rbFlags: int
- @ivar rbMass: Rigid body mass. Must be a positive value.
- @type rbMass: float
- @ivar rbRadius: Rigid body bounding sphere size. Must be a positive
- value.
- @type rbRadius: float
- @ivar rbShapeBoundType: Rigid body shape bound type. See L{RBShapes}
- const dict for values.
- @type rbShapeBoundType: int
- @ivar trackAxis: Track axis. Return string 'X' | 'Y' | 'Z' | '-X' | '-Y' | '-Z' (readonly)
- @type trackAxis: string
- @ivar upAxis: Up axis. Return string 'Y' | 'Y' | 'Z' (readonly)
- @type upAxis: string
- """
- def getParticleSystems():
- """
- Return a list of particle systems linked to this object (see Blender.Particle).
- """
-
- def newParticleSystem(name = None):
- """
- Link a particle system (see Blender.Particle). If no name is
- given, a new particle system is created. If a name is given and a
- particle system with that name exists, it is linked to the object.
- @type name: string
- @param name: The name of the requested Particle system (optional).
- """
-
- def addVertexGroupsFromArmature(object):
- """
- Add vertex groups from armature using the bone heat method
- This method can be only used with an Object of the type Mesh when NOT in edit mode.
- @type object: a bpy armature
- """
-
- def buildParts():
- """
- Recomputes the particle system. This method only applies to an Object of
- the type Effect. (depricated, does nothing now, use makeDisplayList instead to update the modifier stack)
- """
-
- def insertShapeKey():
- """
- Insert a Shape Key in the current object. It applies to Objects of
- the type Mesh, Lattice, or Curve.
- """
-
- def getPose():
- """
- Gets the current Pose of the object.
- @rtype: Pose object
- @return: the current pose object
- """
-
- def evaluatePose(framenumber):
- """
- Evaluates the Pose based on its currently bound action at a certain frame.
- @type framenumber: Int
- @param framenumber: The frame number to evaluate to.
- """
-
- def clearIpo():
- """
- Unlinks the ipo from this object.
- @return: True if there was an ipo linked or False otherwise.
- """
-
- def clrParent(mode = 0, fast = 0):
- """
- Clears parent object.
- @type mode: Integer
- @type fast: Integer
- @param mode: A mode flag. If mode flag is 2, then the object transform will
- be kept. Any other value, or no value at all will update the object
- transform.
- @param fast: If the value is 0, the scene hierarchy will not be updated. Any
- other value, or no value at all will update the scene hierarchy.
- """
-
- def getData(name_only=False, mesh=False):
- """
- Returns the Datablock object (Mesh, Lamp, Camera, etc.) linked to this
- Object. If the keyword parameter B{name_only} is True, only the Datablock
- name is returned as a string. It the object is of type Mesh, then the
- B{mesh} keyword can also be used; the data return is a Mesh object if
- True, otherwise it is an NMesh object (the default).
- The B{mesh} keyword is ignored for non-mesh objects.
- @type name_only: bool
- @param name_only: This is a keyword parameter. If True (or nonzero),
- only the name of the data object is returned.
- @type mesh: bool
- @param mesh: This is a keyword parameter. If True (or nonzero),
- a Mesh data object is returned.
- @rtype: specific Object type or string
- @return: Depends on the type of Datablock linked to the Object. If
- B{name_only} is True, it returns a string.
- @note: Mesh is faster than NMesh because Mesh is a thin wrapper.
- @note: This function is different from L{NMesh.GetRaw} and L{Mesh.Get}
- because it keeps a link to the original mesh, which is needed if you are
- dealing with Mesh weight groups.
- @note: Make sure the object you are getting the data from isn't in
- EditMode before calling this function; otherwise you'll get the data
- before entering EditMode. See L{Window.EditMode}.
- """
-
- def getParentBoneName():
- """
- Returns None, or the 'sub-name' of the parent (eg. Bone name)
- @return: string
- """
-
- def getDeltaLocation():
- """
- Returns the object's delta location in a list (x, y, z)
- @rtype: A vector triple
- @return: (x, y, z)
- """
-
- def getDrawMode():
- """
- Returns the object draw mode.
- @rtype: Integer
- @return: a sum of the following:
- - 2 - axis
- - 4 - texspace
- - 8 - drawname
- - 16 - drawimage
- - 32 - drawwire
- - 64 - xray
- """
-
- def getDrawType():
- """
- Returns the object draw type
- @rtype: Integer
- @return: One of the following:
- - 1 - Bounding box
- - 2 - Wire
- - 3 - Solid
- - 4 - Shaded
- - 5 - Textured
- """
-
- def getEuler(space):
- """
- @type space: string
- @param space: The desired space for the size:
- - localspace: (default) location without other transformations
- - worldspace: location taking vertex parents, tracking and
- Ipos into account
- Returns the object's localspace rotation as Euler rotation vector (rotX, rotY, rotZ). Angles are in radians.
- @rtype: Py_Euler
- @return: A python Euler. Data is wrapped when euler is present.
- """
-
- def getInverseMatrix():
- """
- Returns the object's inverse matrix.
- @rtype: Py_Matrix
- @return: A python matrix 4x4
- """
-
- def getIpo():
- """
- Returns the Ipo associated to this object or None if there's no linked ipo.
- @rtype: Ipo
- @return: the wrapped ipo or None.
- """
- def isSelected():
- """
- Returns the objects selection state in the current scene as a boolean value True or False.
- @rtype: Boolean
- @return: Selection state as True or False
- """
-
- def getLocation(space):
- """
- @type space: string
- @param space: The desired space for the location:
- - localspace: (default) location without other transformations
- - worldspace: location taking vertex parents, tracking and
- Ipos into account
- Returns the object's location (x, y, z).
- @return: (x, y, z)
-
- I{B{Example:}}
-
- The example below works on the default scene. It retrieves all objects in
- the scene and prints the name and location of each object::
- import Blender
-
- sce = Blender.Scene.GetCurrent()
-
- for ob in sce.objects:
- print obj.name
- print obj.loc
- @note: the worldspace location is the same as ob.matrixWorld[3][0:3]
- """
-
- def getAction():
- """
- Returns an action if one is associated with this object (only useful for armature types).
- @rtype: Py_Action
- @return: a python action.
- """
-
- def getMaterials(what = 0):
- """
- Returns a list of materials assigned to the object.
- @type what: int
- @param what: if nonzero, empty slots will be returned as None's instead
- of being ignored (default way). See L{NMesh.NMesh.getMaterials}.
- @rtype: list of Material Objects
- @return: list of Material Objects assigned to the object.
- """
-
- def getMatrix(space = 'worldspace'):
- """
- Returns the object matrix.
- @type space: string
- @param space: The desired matrix:
- - worldspace (default): absolute, taking vertex parents, tracking and
- Ipo's into account;
- - localspace: relative to the object's parent (returns worldspace
- matrix if the object doesn't have a parent);
- - old_worldspace: old behavior, prior to Blender 2.34, where eventual
- changes made by the script itself were not taken into account until
- a redraw happened, either called by the script or upon its exit.
- Returns the object matrix.
- @rtype: Py_Matrix (WRAPPED DATA)
- @return: a python 4x4 matrix object. Data is wrapped for 'worldspace'
- """
-
- def getName():
- """
- Returns the name of the object
- @return: The name of the object
-
- I{B{Example:}}
-
- The example below works on the default scene. It retrieves all objects in
- the scene and prints the name of each object::
- import Blender
-
- sce= Blender.Scene.GetCurrent()
-
- for ob in sce.objects:
- print ob.getName()
- """
-
- def getParent():
- """
- Returns the object's parent object.
- @rtype: Object
- @return: The parent object of the object. If not available, None will be
- returned.
- """
-
- def getSize(space):
- """
- @type space: string
- @param space: The desired space for the size:
- - localspace: (default) location without other transformations
- - worldspace: location taking vertex parents, tracking and
- Ipos into account
- Returns the object's size.
- @return: (SizeX, SizeY, SizeZ)
- @note: the worldspace size will not return negative (flipped) scale values.
- """
-
- def getParentBoneName():
- """
- Returns the object's parent object's sub name, or None.
- For objects parented to bones, this is the name of the bone.
- @rtype: String
- @return: The parent object sub-name of the object.
- If not available, None will be returned.
- """
-
- def getTimeOffset():
- """
- Returns the time offset of the object's animation.
- @return: TimeOffset
- """
-
- def getTracked():
- """
- Returns the object's tracked object.
- @rtype: Object
- @return: The tracked object of the object. If not available, None will be
- returned.
- """
-
- def getType():
- """
- Returns the type of the object in 'Armature', 'Camera', 'Curve', 'Lamp', 'Lattice',
- 'Mball', 'Mesh', 'Surf', 'Empty', 'Wave' (deprecated) or 'unknown' in exceptional cases.
-
- I{B{Example:}}
-
- The example below works on the default scene. It retrieves all objects in
- the scene and updates the location and rotation of the camera. When run,
- the camera will rotate 180 degrees and moved to the opposite side of the X
- axis. Note that the number 'pi' in the example is an approximation of the
- true number 'pi'. A better, less error-prone value of pi is math.pi from the python math module.::
- import Blender
-
- sce = Blender.Scene.GetCurrent()
-
- for obj in sce.objects:
- if obj.type == 'Camera':
- obj.LocY = -obj.LocY
- obj.RotZ = 3.141592 - obj.RotZ
-
- Blender.Redraw()
-
- @return: The type of object.
- @rtype: String
- """
-
- def insertIpoKey(keytype):
- """
- Inserts keytype values in object ipo at curframe.
- @type keytype: int
- @param keytype: A constant from L{IpoKeyTypes<Object.IpoKeyTypes>}
- @return: None
- """
-
- def link(datablock):
- """
- Links Object with ObData datablock provided in the argument. The data must match the
- Object's type, so you cannot link a Lamp to a Mesh type object.
- @type datablock: Blender ObData datablock
- @param datablock: A Blender datablock matching the objects type.
- """
-
- def makeParent(objects, noninverse = 0, fast = 0):
- """
- Makes the object the parent of the objects provided in the argument which
- must be a list of valid Objects.
- @type objects: Sequence of Blender Object
- @param objects: The children of the parent
- @type noninverse: Integer
- @param noninverse:
- 0 - make parent with inverse
- 1 - make parent without inverse
- @type fast: Integer
- @param fast:
- 0 - update scene hierarchy automatically
- 1 - don't update scene hierarchy (faster). In this case, you must
- explicitely update the Scene hierarchy.
- @warn: objects must first be linked to a scene before they can become
- parents of other objects. Calling this makeParent method for an
- unlinked object will result in an error.
- """
-
- def join(objects):
- """
- Uses the object as a base for all of the objects in the provided list to join into.
-
- @type objects: Sequence of Blender Object
- @param objects: A list of objects matching the object's type.
- @note: Objects in the list will not be removed from the scene.
- To avoid overlapping data you may want to remove them manually after joining.
- @note: Join modifies the base object's data in place so that
- other objects are joined into it. No new object or data is created.
- @note: Join will only work for object types Mesh, Armature, Curve and Surface;
- an excption will be raised if the object is not of these types.
- @note: Objects in the list will be ignored if they to not match the base object.
- @note: The base object must be in the current scene to be joined.
- @note: This function will not work in background mode (no user interface).
- @note: An error in the function input will raise a TypeError or AttributeError,
- otherwise an error in the data input will raise a RuntimeError.
- For situations where you don't have tight control on the data that is being joined,
- you should handle the RuntimeError error, letting the user know the data can't be joined.
- """
-
- def makeParentDeform(objects, noninverse = 0, fast = 0):
- """
- Makes the object the deformation parent of the objects provided in the argument
- which must be a list of valid Objects.
- The parent object must be a Curve or Armature.
- @type objects: Sequence of Blender Object
- @param objects: The children of the parent
- @type noninverse: Integer
- @param noninverse:
- 0 - make parent with inverse
- 1 - make parent without inverse
- @type fast: Integer
- @param fast:
- 0 - update scene hierarchy automatically
- 1 - don't update scene hierarchy (faster). In this case, you must
- explicitely update the Scene hierarchy.
- @warn: objects must first be linked to a scene before they can become
- parents of other objects. Calling this makeParent method for an
- unlinked object will result in an error.
- @warn: child objects must be of mesh type to deform correctly. Other object
- types will fall back to normal parenting silently.
- """
-
- def makeParentVertex(objects, indices, noninverse = 0, fast = 0):
- """
- Makes the object the vertex parent of the objects provided in the argument
- which must be a list of valid Objects.
- The parent object must be a Mesh, Curve or Surface.
- @type objects: Sequence of Blender Object
- @param objects: The children of the parent
- @type indices: Tuple of Integers
- @param indices: The indices of the vertices you want to parent to (1 or 3 values)
- @type noninverse: Integer
- @param noninverse:
- 0 - make parent with inverse
- 1 - make parent without inverse
- @type fast: Integer
- @param fast:
- 0 - update scene hierarchy automatically
- 1 - don't update scene hierarchy (faster). In this case, you must
- explicitely update the Scene hierarchy.
- @warn: objects must first be linked to a scene before they can become
- parents of other objects. Calling this makeParent method for an
- unlinked object will result in an error.
- """
- def makeParentBone(objects, bonename, noninverse = 0, fast = 0):
- """
- Makes one of the object's bones the parent of the objects provided in the argument
- which must be a list of valid objects. The parent object must be an Armature.
- @type objects: Sequence of Blender Object
- @param objects: The children of the parent
- @type bonename: string
- @param bonename: a valid bone name from the armature
- @type noninverse: integer
- @param noninverse:
- 0 - make parent with inverse
- 1 - make parent without inverse
- @type fast: integer
- @param fast:
- 0 - update scene hierarchy automatically
- 1 - don't update scene hierarchy (faster). In this case, you must
- explicitly update the Scene hierarchy.
- @warn: Objects must first be linked to a scene before they can become
- parents of other objects. Calling this method for an
- unlinked object will result in an exception.
- """
-
- def setDeltaLocation(delta_location):
- """
- Sets the object's delta location which must be a vector triple.
- @type delta_location: A vector triple
- @param delta_location: A vector triple (x, y, z) specifying the new
- location.
- """
-
- def setDrawMode(drawmode):
- """
- Sets the object's drawing mode. The drawing mode can be a mix of modes. To
- enable these, add up the values.
- @type drawmode: Integer
- @param drawmode: A sum of the following:
- - 2 - axis
- - 4 - texspace
- - 8 - drawname
- - 16 - drawimage
- - 32 - drawwire
- - 64 - xray
- """
-
- def setDrawType(drawtype):
- """
- Sets the object's drawing type.
- @type drawtype: Integer
- @param drawtype: One of the following:
- - 1 - Bounding box
- - 2 - Wire
- - 3 - Solid
- - 4 - Shaded
- - 5 - Textured
- """
-
- def setEuler(euler):
- """
- Sets the object's localspace rotation according to the specified Euler angles.
- @type euler: Py_Euler or a list of floats
- @param euler: a python Euler or x,y,z rotations as floats
- """
-
- def setIpo(ipo):
- """
- Links an ipo to this object.
- @type ipo: Blender Ipo
- @param ipo: an object type ipo.
- """
-
- def setLocation(x, y, z):
- """
- Sets the object's location relative to the parent object (if any).
- @type x: float
- @param x: The X coordinate of the new location.
- @type y: float
- @param y: The Y coordinate of the new location.
- @type z: float
- @param z: The Z coordinate of the new location.
- """
-
- def setMaterials(materials):
- """
- Sets the materials. The argument must be a list 16 items or less. Each
- list element is either a Material or None. Also see L{colbits}.
- @type materials: Materials list
- @param materials: A list of Blender material objects.
- @note: Materials are assigned to the object's data by default. Unless
- you know the material is applied to the object or are changing the
- object's L{colbits}, you need to look at the object data's materials.
- """
-
- def setMatrix(matrix):
- """
- Sets the object's matrix and updates its transformation. If the object
- has a parent, the matrix transform is relative to the parent.
- @type matrix: Py_Matrix 3x3 or 4x4
- @param matrix: a 3x3 or 4x4 Python matrix. If a 3x3 matrix is given,
- it is extended to a 4x4 matrix.
- @Note: This method is "bad": when called it changes the location,
- rotation and size attributes of the object (since Blender uses these
- values to calculate the object's transformation matrix). Ton is
- not happy having a method which "pretends" to do a matrix operation.
- In the future, this method may be replaced with other methods which
- make it easier for the user to determine the correct loc/rot/size values
- for necessary for the object.
- """
-
- def setName(name):
- """
- Sets the name of the object. A string longer than 20 characters will be shortened.
- @type name: String
- @param name: The new name for the object.
- """
-
- def setSize(x, y, z):
- """
- Sets the object's size, relative to the parent object (if any), clamped
- @type x: float
- @param x: The X size multiplier.
- @type y: float
- @param y: The Y size multiplier.
- @type z: float
- @param z: The Z size multiplier.
- """
-
- def setTimeOffset(timeOffset):
- """
- Sets the time offset of the object's animation.
- @type timeOffset: float
- @param timeOffset: The new time offset for the object's animation.
- """
-
- def shareFrom(object):
- """
- Link data of a specified argument with this object. This works only
- if both objects are of the same type.
- @type object: Blender Object
- @param object: A Blender Object of the same type.
- @note: This function is faster than using L{getData()} and setData()
- because it skips making a Python object from the object's data.
- """
-
- def select(boolean):
- """
- Sets the object's selection state in the current scene.
- setting the selection will make this object the active object of this scene.
- @type boolean: Integer
- @param boolean:
- - 0 - unselected
- - 1 - selected
- """
-
- def getBoundBox(worldspace=1):
- """
- Returns the worldspace bounding box of this object. This works for meshes (out of
- edit mode) and curves.
- @type worldspace: int
- @param worldspace: An optional argument. When zero, the bounding values will be localspace.
- @rtype: list of 8 (x,y,z) float coordinate vectors (WRAPPED DATA)
- @return: The coordinates of the 8 corners of the bounding box. Data is wrapped when
- bounding box is present.
- """
-
- def makeDisplayList():
- """
- Forces an update to the objects display data. If the object isn't modified,
- there's no need to recalculate this data.
- This method is here for the *few cases* where it is needed.
-
- Example::
- import Blender
-
- scn = Blender.Scene.GetCurrent()
- object = scn.objects.active
- object.modifiers.append(Blender.Modifier.Type.SUBSURF)
- object.makeDisplayList()
- Blender.Window.RedrawAll()
-
- If you try this example without the line to update the display list, the
- object will disappear from the screen until you press "SubSurf".
- @warn: If after running your script objects disappear from the screen or
- are not displayed correctly, try this method function. But if the script
- works properly without it, there's no reason to use it.
- """
-
- def getScriptLinks (event):
- """
- Get a list with this Object's script links of type 'event'.
- @type event: string
- @param event: "FrameChanged", "Redraw" or "Render".
- @rtype: list
- @return: a list with Blender L{Text} names (the script links of the given
- 'event' type) or None if there are no script links at all.
- """
-
- def clearScriptLinks (links = None):
- """
- Delete script links from this Object. If no list is specified, all
- script links are deleted.
- @type links: list of strings
- @param links: None (default) or a list of Blender L{Text} names.
- """
-
- def addScriptLink (text, event):
- """
- Add a new script link to this Object.
- @type text: string
- @param text: the name of an existing Blender L{Text}.
- @type event: string
- @param event: "FrameChanged", "Redraw" or "Render".
- """
-
- def makeTrack (tracked, fast = 0):
- """
- Make this Object track another.
- @type tracked: Blender Object
- @param tracked: the object to be tracked.
- @type fast: int (bool)
- @param fast: if zero, the scene hierarchy is updated automatically. If
- you set 'fast' to a nonzero value, don't forget to update the scene
- yourself (see L{Scene.Scene.update}).
- @note: you also need to clear the rotation (L{setEuler}) of this object
- if it was not (0,0,0) already.
- """
-
- def clearTrack (mode = 0, fast = 0):
- """
- Make this Object not track another anymore.
- @type mode: int (bool)
- @param mode: if nonzero the matrix transformation used for tracking is kept.
- @type fast: int (bool)
- @param fast: if zero, the scene hierarchy is updated automatically. If
- you set 'fast' to a nonzero value, don't forget to update the scene
- yourself (see L{Scene.Scene.update}).
- """
-
- def getAllProperties ():
- """
- Return a list of all game properties from this object.
- @rtype: PyList
- @return: List of Property objects.
- """
-
- def getProperty (name):
- """
- Return a game property from this object matching the name argument.
- @type name: string
- @param name: the name of the property to get.
- @rtype: Property object
- @return: The first property that matches name.
- """
-
- def addProperty (name_or_property, data, type):
- """
- Add or create a game property for an object. If called with only a
- property object, the property is assigned to the object. If called
- with a property name string and data object, a new property is
- created and added to the object.
- @type name_or_property: string or Property object
- @param name_or_property: the property name, or a property object.
- @type data: string, int or float
- @param data: Only valid when I{name_or_property} is a string.
- Value depends on what is passed in:
- - string: string type property
- - int: integer type property
- - float: float type property
- @type type: string (optional)
- @param type: Only valid when I{name_or_property} is a string.
- Can be the following:
- - 'BOOL'
- - 'INT'
- - 'FLOAT'
- - 'TIME'
- - 'STRING'
- @warn: If a type is not declared string data will
- become string type, int data will become int type
- and float data will become float type. Override type
- to declare bool type, and time type.
- @warn: A property object can be added only once to an object;
- you must remove the property from an object to add it elsewhere.
- """
-
- def removeProperty (property):
- """
- Remove a game property from an object.
- @type property: Property object or string
- @param property: Property object or property name to be removed.
- """
-
- def removeAllProperties():
- """
- Removes all game properties from an object.
- """
-
- def copyAllPropertiesTo (object):
- """
- Copies all game properties from one object to another.
- @type object: Object object
- @param object: Object that will receive the properties.
- """
-
- def getPIStregth():
- """
- Get the Object's Particle Interaction Strength.
- @rtype: float
- """
-
- def setPIStrength(strength):
- """
- Set the Object's Particle Interaction Strength.
- Values between -1000.0 to 1000.0
- @rtype: None
- @type strength: float
- @param strength: the Object's Particle Interaction New Strength.
- """
-
- def getPIFalloff():
- """
- Get the Object's Particle Interaction falloff.
- @rtype: float
- """
-
- def setPIFalloff(falloff):
- """
- Set the Object's Particle Interaction falloff.
- Values between 0 to 10.0
- @rtype: None
- @type falloff: float
- @param falloff: the Object's Particle Interaction New falloff.
- """
-
- def getPIMaxDist():
- """
- Get the Object's Particle Interaction MaxDist.
- @rtype: float
- """
-
- def setPIMaxDist(MaxDist):
- """
- Set the Object's Particle Interaction MaxDist.
- Values between 0 to 1000.0
- @rtype: None
- @type MaxDist: float
- @param MaxDist: the Object's Particle Interaction New MaxDist.
- """
-
- def getPIType():
- """
- Get the Object's Particle Interaction Type.
- @rtype: int
- """
-
- def setPIType(type):
- """
- Set the Object's Particle Interaction type.
- Use Module Constants
- - NONE
- - WIND
- - FORCE
- - VORTEX
- - MAGNET
- @rtype: None
- @type type: int
- @param type: the Object's Particle Interaction Type.
- """
-
- def getPIUseMaxDist():
- """
- Get the Object's Particle Interaction if using MaxDist.
- @rtype: int
- """
-
- def setPIUseMaxDist(status):
- """
- Set the Object's Particle Interaction MaxDist.
- 0 = Off, 1 = on
- @rtype: None
- @type status: int
- @param status: the new status
- """
-
- def getPIDeflection():
- """
- Get the Object's Particle Interaction Deflection Setting.
- @rtype: int
- """
-
- def setPIDeflection(status):
- """
- Set the Object's Particle Interaction Deflection Setting.
- 0 = Off, 1 = on
- @rtype: None
- @type status: int
- @param status: the new status
- """
-
- def getPIPermf():
- """
- Get the Object's Particle Interaction Permeability.
- @rtype: float
- """
-
- def setPIPerm(perm):
- """
- Set the Object's Particle Interaction Permeability.
- Values between 0 to 10.0
- @rtype: None
- @type perm: float
- @param perm: the Object's Particle Interaction New Permeability.
- """
-
- def getPIRandomDamp():
- """
- Get the Object's Particle Interaction RandomDamp.
- @rtype: float
- """
-
- def setPIRandomDamp(damp):
- """
- Set the Object's Particle Interaction RandomDamp.
- Values between 0 to 10.0
- @rtype: None
- @type damp: float
- @param damp: the Object's Particle Interaction New RandomDamp.
- """
-
- def getPISurfaceDamp():
- """
- Get the Object's Particle Interaction SurfaceDamp.
- @rtype: float
- """
-
- def setPISurfaceDamp(damp):
- """
- Set the Object's Particle Interaction SurfaceDamp.
- Values between 0 to 10.0
- @rtype: None
- @type damp: float
- @param damp: the Object's Particle Interaction New SurfaceDamp.
- """
-
- def getSBMass():
- """
- Get the Object's SoftBody Mass.
- @rtype: float
- """
-
- def setSBMass(mass):
- """
- Set the Object's SoftBody Mass.
- Values between 0 to 50.0
- @rtype: None
- @type mass: float
- @param mass: the Object's SoftBody New mass.
- """
-
- def getSBGravity():
- """
- Get the Object's SoftBody Gravity.
- @rtype: float
- """
-
- def setSBGravity(grav):
- """
- Set the Object's SoftBody Gravity.
- Values between 0 to 10.0
- @rtype: None
- @type grav: float
- @param grav: the Object's SoftBody New Gravity.
- """
-
- def getSBFriction():
- """
- Get the Object's SoftBody Friction.
- @rtype: float
- """
-
- def setSBFriction(frict):
- """
- Set the Object's SoftBody Friction.
- Values between 0 to 10.0
- @rtype: None
- @type frict: float
- @param frict: the Object's SoftBody New Friction.
- """
-
- def getSBErrorLimit():
- """
- Get the Object's SoftBody ErrorLimit.
- @rtype: float
- """
-
- def setSBErrorLimit(err):
- """
- Set the Object's SoftBody ErrorLimit.
- Values between 0 to 1.0
- @rtype: None
- @type err: float
- @param err: the Object's SoftBody New ErrorLimit.
- """
-
- def getSBGoalSpring():
- """
- Get the Object's SoftBody GoalSpring.
- @rtype: float
- """
-
- def setSBGoalSpring(gs):
- """
- Set the Object's SoftBody GoalSpring.
- Values between 0 to 0.999
- @rtype: None
- @type gs: float
- @param gs: the Object's SoftBody New GoalSpring.
- """
-
- def getSBGoalFriction():
- """
- Get the Object's SoftBody GoalFriction.
- @rtype: float
- """
-
- def setSBGoalFriction(gf):
- """
- Set the Object's SoftBody GoalFriction.
- Values between 0 to 10.0
- @rtype: None
- @type gf: float
- @param gf: the Object's SoftBody New GoalFriction.
- """
-
- def getSBMinGoal():
- """
- Get the Object's SoftBody MinGoal.
- @rtype: float
- """
-
- def setSBMinGoal(mg):
- """
- Set the Object's SoftBody MinGoal.
- Values between 0 to 1.0
- @rtype: None
- @type mg: float
- @param mg: the Object's SoftBody New MinGoal.
- """
-
- def getSBMaxGoal():
- """
- Get the Object's SoftBody MaxGoal.
- @rtype: float
- """
-
- def setSBMaxGoal(mg):
- """
- Set the Object's SoftBody MaxGoal.
- Values between 0 to 1.0
- @rtype: None
- @type mg: float
- @param mg: the Object's SoftBody New MaxGoal.
- """
-
- def getSBInnerSpring():
- """
- Get the Object's SoftBody InnerSpring.
- @rtype: float
- """
-
- def setSBInnerSpring(sprr):
- """
- Set the Object's SoftBody InnerSpring.
- Values between 0 to 0.999
- @rtype: None
- @type sprr: float
- @param sprr: the Object's SoftBody New InnerSpring.
- """
-
- def getSBInnerSpringFriction():
- """
- Get the Object's SoftBody InnerSpringFriction.
- @rtype: float
- """
-
- def setSBInnerSpringFriction(sprf):
- """
- Set the Object's SoftBody InnerSpringFriction.
- Values between 0 to 10.0
- @rtype: None
- @type sprf: float
- @param sprf: the Object's SoftBody New InnerSpringFriction.
- """
-
- def getSBDefaultGoal():
- """
- Get the Object's SoftBody DefaultGoal.
- @rtype: float
- """
-
- def setSBDefaultGoal(goal):
- """
- Set the Object's SoftBody DefaultGoal.
- Values between 0 to 1.0
- @rtype: None
- @type goal: float
- @param goal: the Object's SoftBody New DefaultGoal.
- """
-
- def isSB():
- """
- Returns the Object's SoftBody enabled state.
- @rtype: boolean
- """
-
- def getSBPostDef():
- """
- get SoftBodies PostDef option
- @rtype: int
- """
-
- def setSBPostDef(switch):
- """
- Enable / Disable SoftBodies PostDef option
- 1: on
- 0: off
- @rtype: None
- @type switch: int
- @param switch: the Object's SoftBody New PostDef Value.
- """
-
- def getSBUseGoal():
- """
- get SoftBodies UseGoal option
- @rtype: int
- """
-
- def setSBUseGoal(switch):
- """
- Enable / Disable SoftBodies UseGoal option
- 1: on
- 0: off
- @rtype: None
- @type switch: int
- @param switch: the Object's SoftBody New UseGoal Value.
- """
- def getSBUseEdges():
- """
- get SoftBodies UseEdges option
- @rtype: int
- """
-
- def setSBUseEdges(switch):
- """
- Enable / Disable SoftBodies UseEdges option
- 1: on
- 0: off
- @rtype: None
- @type switch: int
- @param switch: the Object's SoftBody New UseEdges Value.
- """
-
- def getSBStiffQuads():
- """
- get SoftBodies StiffQuads option
- @rtype: int
- """
-
- def setSBStiffQuads(switch):
- """
- Enable / Disable SoftBodies StiffQuads option
- 1: on
- 0: off
- @rtype: None
- @type switch: int
- @param switch: the Object's SoftBody New StiffQuads Value.
- """
-
-
-class Property:
- """
- The Property object
- ===================
- This property gives access to object property data in Blender, used by the game engine.
- @ivar name: The property name.
- @ivar data: Data for this property. Depends on property type.
- @ivar type: The property type.
- @warn: Comparisons between properties will only be true when
- both the name and data pairs are the same.
- """
-
- def getName ():
- """
- Get the name of this property.
- @rtype: string
- @return: The property name.
- """
-
- def setName (name):
- """
- Set the name of this property.
- @type name: string
- @param name: The new name of the property
- """
-
- def getData():
- """
- Get the data for this property.
- @rtype: string, int, or float
- """
-
- def setData(data):
- """
- Set the data for this property.
- @type data: string, int, or float
- @param data: The data to set for this property.
- @warn: See object.setProperty(). Changing data
- which is of a different type then the property is
- set to (i.e. setting an int value to a float type'
- property) will change the type of the property
- automatically.
- """
-
- def getType ():
- """
- Get the type for this property.
- @rtype: string
- """
-
-import id_generics
-Object.__doc__ += id_generics.attributes